manwad

writelord supreme

Cool RPG people:

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@Scampir
@Jama


saw a good post about how a bunch of TTRPGs do Health systems, in which OP calls Harm Clocks "round HP."

So I decided to make Loquacious HP.

Scrunched down to it's base components, this is sorta how I visualize the math behind a bunch of games.

In the context of a party of 4...

Hits don't stick UNLESS they meaningfully change the nature of your decisions.

More precisely, if some new threshold of damage isn't unlocked by a hit, that hit is useless.

And abstracted further, one hit from full, I feel, HAS to put me in range of getting fuckin' owned by a huge hit, or it's kinda bleh.

Like it's neat to get hit by a relative ping hit and know, "Oh, based on the math, we win."
But then it's just going through the motions.

So why not expedite the process of "I got hit, shit, time to do X."

~

Then, using this, you then apply some 3 Hit Hypothesis shit of...

  • Good Single target shit is Major
  • AoE and pings are Minor.
  • Charged/Buffed shit is Severe.
  • Very important, enemies would have different wound tracks. Split into 1 Wound [hereafter W], 2W, 3W, 8W. So: Peeps you kill in AoE, Peeps you can bonk once and take out, peeps you can bonk twice and take out, and peeps where EVERYONE has to bonk them and that's not gonna happen.

Then the healing is so, even if you're just getting pinged, there's levels of severity to it. One ping means you can still get back into tip top shape. Two means you gotta get healed twice but you're still good. Thrice means you NEED healing but it'll be better on you than someone else.
All to force triage.

gonna use this shit for Tactical Waifus, seemsgud.


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